I only have a little more to code in before I can start working on the alpha map. I'll go into more detail towards the end.

Fixed WavyFlora not outputing to map files properly.

Fixed tiles not being output to map files properly.

Fixed main menu screen position setting glitch.

Added Monster object to [Entities] category.

Improved SteeringBehavior class.

Main Menu

The video above shows off the main menu well. There are five screens: Main screen, New Game, Load Game, Configure, and Exit.

The Main screen acts as a portal to the other screens, containing only buttons. Additionally, the game version is located at the bottom right corner of the screen.

The New Game screen lets you create a new character. The options in this section are: Character Name, Starting Class, Starting Items, Pathway, and Birthplace.

Your chosen class affects what skill levels you start with, as well as your class-specific items.

Your starting items are class-independent tools, resources, and other miscellaneous items. You may only select up to five of these, so choose wisely!

Your selected pathway gives you boosts in different skills and stats. An example is "Path of the Locksmith", which improves the Looting skill and gives you a few useful keys. However, some may have hidden benefits, or even consequences!

Your selected birthplace determines where you start the game. Some starting locations will be much, much harder than the default birthplace. For the alpha, there will likely only be one of these, though I do have ten planned for the final game.

After you're selected everything you want, click Begin Game and your journey will start.

The Load Game screen lets you load previously created characters, and the Exit screen lets you exit the game . Nothing interesting going on in either of these.

The Configure screen is exactly the same as the in-game version. If you haven't seen it, you can read about it here.

Tile Asset Work

I was able to do some tile drawing earlier this week, so I'll likely use this for the alpha map. Trying to get a "dead grass" look, though the game shaders saturated it a little bit, changing the colors. Anyway, I found that the only tiles a pathway truly needs are: vertical and horizontal path, corner pieces, T-pieces, and a cross piece. This alone is enough for road creation to look and tile perfectly together.

The end.

The biggest tasks left are magic, combat tweaks, AI, and one last interface for the soulgates. After that, I have plenty of tweaks I need to do before I can work on the alpha. But I could be completed as early as a month from now!

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond here!